[Mingw-w64-public] [PING] [PATCH 2/2] Add 'Windows Animation Manager' IDL file

2017-07-18 Thread Ruslan Garipov
This is updated IDL file. I did not ping the patch with the header and 
Makefiles -- firstly, one can find the updated patch for those files in 
this list among recent messages, secondly, the header file is generated 
from the IDL one without further modifications.


I'm sorry for bother, but I really need `WAM' being in mingw-w64 for my 
current project.


Please review.


This is the second commit in the series that adds support of Windows
Animation Manager (WAM) into mingw-w64.

Signed-off-by: Ruslan Garipov 

  mingw-w64-headers/include/uianimation.idl | 1242
+
  1 file changed, 1242 insertions(+)
  create mode 100644 mingw-w64-headers/include/uianimation.idl



diff --git a/mingw-w64-headers/include/uianimation.idl 
b/mingw-w64-headers/include/uianimation.idl
new file mode 100644
index ..505ad9dc
--- /dev/null
+++ b/mingw-w64-headers/include/uianimation.idl
@@ -0,0 +1,1242 @@
+/**
+ * This file is part of the mingw-w64 runtime package.
+ * No warranty is given; refer to the file DISCLAIMER within this package.
+ */
+import "unknwn.idl";
+
+/* Interface forward declarations. */
+interface IUIAnimationManager;
+interface IUIAnimationVariable;
+interface IUIAnimationStoryboard;
+interface IUIAnimationTransition;
+interface IUIAnimationStoryboardEventHandler;
+interface IUIAnimationVariableChangeHandler;
+interface IUIAnimationVariableIntegerChangeHandler;
+interface IUIAnimationManagerEventHandler;
+interface IUIAnimationPriorityComparison;
+interface IUIAnimationManager2;
+interface IUIAnimationVariable2;
+interface IDCompositionAnimation;
+interface IUIAnimationStoryboard2;
+interface IUIAnimationTransition2;
+interface IUIAnimationLoopIterationChangeHandler2;
+interface IUIAnimationStoryboardEventHandler2;
+interface IUIAnimationVariableChangeHandler2;
+interface IUIAnimationVariableIntegerChangeHandler2;
+interface IUIAnimationVariableCurveChangeHandler2;
+interface IUIAnimationManagerEventHandler2;
+interface IUIAnimationPriorityComparison2;
+interface IUIAnimationTransitionLibrary;
+interface IUIAnimationTransitionLibrary2;
+interface IUIAnimationTransitionFactory;
+interface IUIAnimationInterpolator;
+interface IUIAnimationTransitionFactory2;
+interface IUIAnimationInterpolator2;
+interface IUIAnimationPrimitiveInterpolation;
+interface IUIAnimationTimer;
+interface IUIAnimationTimerUpdateHandler;
+interface IUIAnimationTimerClientEventHandler;
+interface IUIAnimationTimerEventHandler;
+
+/* Coclass record forward declarations. */
+coclass UIAnimationManager;
+coclass UIAnimationManager2;
+coclass UIAnimationTransitionLibrary;
+coclass UIAnimationTransitionLibrary2;
+coclass UIAnimationTransitionFactory;
+coclass UIAnimationTransitionFactory2;
+coclass UIAnimationTimer;
+
+typedef DOUBLE UI_ANIMATION_SECONDS;
+
+/* Enumeration declarations. */
+typedef [v1_enum] enum
+{
+  UI_ANIMATION_SCHEDULING_UNEXPECTED_FAILURE = 0,
+  UI_ANIMATION_SCHEDULING_INSUFFICIENT_PRIORITY = 1,
+  UI_ANIMATION_SCHEDULING_ALREADY_SCHEDULED = 2,
+  UI_ANIMATION_SCHEDULING_SUCCEEDED = 3,
+  UI_ANIMATION_SCHEDULING_DEFERRED = 4
+} UI_ANIMATION_SCHEDULING_RESULT;
+typedef [v1_enum] enum
+{
+  UI_ANIMATION_STORYBOARD_BUILDING = 0,
+  UI_ANIMATION_STORYBOARD_SCHEDULED = 1,
+  UI_ANIMATION_STORYBOARD_CANCELLED = 2,
+  UI_ANIMATION_STORYBOARD_PLAYING = 3,
+  UI_ANIMATION_STORYBOARD_TRUNCATED = 4,
+  UI_ANIMATION_STORYBOARD_FINISHED = 5,
+  UI_ANIMATION_STORYBOARD_READY = 6,
+  UI_ANIMATION_STORYBOARD_INSUFFICIENT_PRIORITY = 7
+} UI_ANIMATION_STORYBOARD_STATUS;
+typedef [v1_enum] enum
+{
+  UI_ANIMATION_ROUNDING_NEAREST = 0,
+  UI_ANIMATION_ROUNDING_FLOOR = 1,
+  UI_ANIMATION_ROUNDING_CEILING = 2
+} UI_ANIMATION_ROUNDING_MODE;
+typedef [v1_enum] enum
+{
+  UI_ANIMATION_UPDATE_NO_CHANGE = 0,
+  UI_ANIMATION_UPDATE_VARIABLES_CHANGED = 1
+} UI_ANIMATION_UPDATE_RESULT;
+typedef [v1_enum] enum
+{
+  UI_ANIMATION_MANAGER_IDLE = 0,
+  UI_ANIMATION_MANAGER_BUSY = 1
+} UI_ANIMATION_MANAGER_STATUS;
+typedef [v1_enum] enum
+{
+  UI_ANIMATION_MODE_DISABLED = 0,
+  UI_ANIMATION_MODE_SYSTEM_DEFAULT = 1,
+  UI_ANIMATION_MODE_ENABLED = 2
+} UI_ANIMATION_MODE;
+typedef [v1_enum] enum
+{
+  UI_ANIMATION_PRIORITY_EFFECT_FAILURE = 0,
+  UI_ANIMATION_PRIORITY_EFFECT_DELAY = 1
+} UI_ANIMATION_PRIORITY_EFFECT;
+typedef [v1_enum] enum
+{
+  UI_ANIMATION_REPEAT_MODE_NORMAL = 0,
+  UI_ANIMATION_REPEAT_MODE_ALTERNATE = 1
+} UI_ANIMATION_REPEAT_MODE;
+typedef [v1_enum] enum
+{
+  UI_ANIMATION_SLOPE_INCREASING = 0,
+  UI_ANIMATION_SLOPE_DECREASING = 1
+} UI_ANIMATION_SLOPE;
+typedef [v1_enum] enum
+{
+  UI_ANIMATION_DEPENDENCY_NONE = 0,
+  UI_ANIMATION_DEPENDENCY_INTERMEDIATE_VALUES = 0x1,
+  UI_ANIMATION_DEPENDENCY_FINAL_VALUE = 0x2,
+  UI_ANIMATION_DEPENDENCY_FINAL_VELOCITY = 0x4,
+  UI_ANIMATION_DEPENDENCY_DURATION = 0x8
+} UI_ANIMATION_DEPENDENCIES;
+typedef [v1_enum] enum
+{
+  UI_ANIMATION_TIMER_CLIENT_IDLE = 0,
+  UI_ANIMATION_TIMER_CLIENT_BUSY = 1
+} UI_ANIMATION_TIMER_CLIENT_STATUS;

Re: [Mingw-w64-public] DLL symbol decorations & gendef tool not distributed anymore

2017-07-18 Thread Martin Mitáš

Well, given the purpose of mCtrl project, it's often seen
as an extension of USER32.DLL and COMCTL32.DLL and as such
it is better to follow their conventions. That includes
stdcall and no decorations.

Furthermore, in the past I was told from several sides that 
DLL can be used from some other languages on Windows iff
the exported functions are stdcall.

As far as I can remember, that included Delphi, VisualBasic
and some other languages (often those made by MS).

And, last but not least, such change at this point would mean
quite nasty break of DLL's binary compatibility.

M.


Dne 17. 7. 2017 v 15:50 LRN napsal(a):
> On 7/17/2017 1:21 PM, Martin Mitáš wrote:
>>  The aim is to have
>> the DLL without the typical symbol suffix decorations (@num).
>>
>> Is there better way, how to achieve the goal without manual
>> maintaining of two .def files?
> 
> Um...don't use stdcall? IIRC, the @X decorations only apply to stdcall 
> functions.
> 
> 
> 
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